
Equally important, I virtually never experienced a gesture not register, or register a false-positive. I was slashing my way through ice wraiths like it was second nature after literally just a few minutes. Dungeons’ controls come off as natural and intuitive right from the start. Set “several thousand” years before Infinity Blade, the storyline in Dungeons will conclude with players crafting the titular Infinity Blade itself. Infinity Blade lore-heads (they exist!) should also be excited about the game’s storytelling possibilities. Examples include moving your finger in a circle around your character to perform a spinning whirlwind, or double tapping on an enemy to perform a devastating lunge. Clever gestures activate special attacks. Slashing enemies performs a basic attack. Gamers control their hero, an apprentice weaponsmith, by tapping or holding their finger on the touch screen to move through each dungeon. The news initially gave big Infinity Blade fans (including myself) some pause, but I’m happy to report that Dungeons plays beautifully.


As its name implies, Dungeons is a dungeon crawler, ala Diablo or Torchlight. Epic’s upcoming Infinity Blade: Dungeons isn’t being made by Chair (instead a small internal team composed of Gears of War vets are working on the project), but it’s obvious that Epic is adhering to these same three rules, despite the prequel’s departure from the standard Infinity Blade formula.
